In September 1970 the Jordanian King decided to crackdown on the
PLO elements in the country. The army initiated an attack on Palestinian refugee
camps around the country confident of victory. Over-confident as it turned out.
The PLO was well armed and intransigent. Although the Jordanians were winning,
it was slow progress and came at a heavy price. To the north elements of the
Syrian government were looking south and saw the opportunity for regime change,
substituting an unfriendly monarchy for a more friendly Palestinian state. The
scene was set for a Syrian invasion of Jordan.

The first couple of days of the intervention were fairly
tentative. The Syrian sponsored Palestinian Liberation Army (PLA) crossed the
border to support the Fayedeen in Irbid. it was not until the 20th that the
major offensive took place, with the Syrian 5th Infantry Division pushing south
towards the Jordanian capital.

1960's Soviet Map of the Battlefield. Irbid is the town in the
top left of the map.

The battalions of the 25th Infantry Brigade are deployed
on the high ground to the south and east of Kitim

The battalions of the 1st Infantry Brigade are deployed
within 9" of Kitim but not within 6" of any BUA other than Kitim

The 2nd and 4th RTR are deployed within 9" of point Y
(where the road crosses the ridge), but not within 9" of a Syrian unit

The 1st Mechanised Battalion arrives during the night
interval, anywhere on the heights not within 12" of a Syrian unit

The 6th RTR arrives turn 1 of the second day along road E

Syrian and Palestinian Deployment

The Syrians and Palestinians move and deploy first

The 88th Brigade starts the game deployed anywhere within
the area ABCZ.

The battalions of the 28th Brigade enter the table one
each on turns 1, 2 and 3, down road B

The battalions of the 132nd Brigade enter the table
two each on turns 4 to 6, down road B. The order of the battalions is up to
the Syrian player

The Nittin Brigade starts within 9" of Irbid.

The 5th Divisional Artillery starts off table and may
fire from turn 1. It may be brought on table anywhere between points A & B if it
misses on turns firing (it must not be called on the turn it does not fire)

The Fedayeen are deployed in grey BUAs, one company in
each. Al-Husun, As-Sarih, Huwwarah and Al-Husn/Azmi Al-Mofti are the towns that
may be occupied. Only one company may be deployed in each town.

Terrain

The table is 6ft x 4ft if playing 6" = 1km

The brown area are heights. They count as level 2. In order to see over the
lower level terrian the spotting stand must be within 3" of the edge.

The green areas are scrubby pines

The brown squares are scattered BUA

The grey squares are town centre BUA

The thick brown dashed lines are level 2 ridgelines

The thin brown dashed lines are level 1 ridgelines

The red lines are roads

Terrain

Movement

Cover ‡

ZOC

Fire Power

Leg/non-motorised

Wheels/ motorised

Tracked/ mechanised

Inf & Cav

Towed Guns

Vehicle

Inf & Cav

Towed Guns & Vehicles

IDF

BUA Scattered

-

-

-

1L

1L

1L

Cluttered

-

-

-

BUA Town Centre

Difficult

Difficult

Difficult

2L

-

-

Cluttered

-

1R

Zero

Heights

Difficult

Impassable

Difficult

-

-

-

Cluttered

-

-

-

Open

-

-

-

-

-

-

Clear

-

-

-

Woods

Pure

Impassable

Impassable

1L

-

-

Cluttered

-

-

Zero

Terrain

Movement

Cover

ZOC

Firepower

Leg/non-motorised

Wheels/ motorised

Tracked/ mechanised

Defile

Obstacle

Obstacle

Obstacle

-

-

1R

Ridgelines

-

-

-

-

Cluttered

-

Aircraft

The Syrian air force was not committed to the battle, leaving
the Jordanians with air supremacy

On day 1 the Jordanians get a Hunter ground attack aircraft on a
roll of 6 (d6) - roll every turn

On day 2 a roll of 2-4 gets the Jordanians a single hunter
aircraft. On a roll of a 5 or 6 they get two Hunters - roll every turn.

Special Rules

The game is 6 turns long on day 1 and 6 turns long on day 2,
with a night interval between.

The Fedayeen may not voluntarily leave the BUA they start
the game in. If they are forced out they must endeavour to re-occupy a BUA as
soon as the move rolls allow.

The elements of the Nittin Brigade will not move unless a
Syrian army unit starts the turn within 12"

Victory Conditions

The following locations are victory locations (pink stars on the map):
crossroads X; point Y where the road crosses the ridge; point W where the road
enters the heights; point E where the road leaves the map to the south (this is
the road to Amman the Jordanian capital); the Azim Al-Mofti refugee camp BUA and
the Irbid BUA

To win the Syrians or Palestinians must hold Irbid. If it is lost they
automatically lose, this trumps al other victory conditions.

Otherwise to win the Syrians and Palestinians must hold 5 or more victory
locations. If they hold 4 locations the game is a draw. If they hold three or
less locations the game is a Jordanian victory.

To hold points E, W, X and Y either side must have the only units within 6"
of the point (measured from the centre of the road). If the point is contended
neither side counts as holding it. It the point is unoccupied the last side to
hold the point counts as holding it at the end of the game.

To hold Irbid or Azmi Al-Mofti there must be a PLA or Fedayeen unit at least
partially within at the end of the game. There must be no Jordanian units
partially or wholly within the BUA